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根据《python编程-从入门到实践》书籍中的项目改编
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分为9个部分,主函数和其他参数的具体函数
- 用到的图片 cxk.bmp 和 ship.bmp (后缀为bmp,即位图)
- 游戏界面展示:
- 主函数 skr_jinitaimei.py
import sys
from settings import Settings
import pygame
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from cxk import Cxk
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("鳗鲲大战")
#创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
ship = Ship(ai_settings, screen)
#创建一个用于存储子弹的编组
bullets = Group()
cxks = Group()
#创建坤群
gf.create_fleet(ai_settings, screen, ship, cxks)
#创建play按钮
play_button = Button(ai_settings, screen, "Play")
while True:
gf.check_events(ai_settings, screen, stats, sb, play_button, ship, cxks, bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings, screen, stats, sb, ship, cxks, bullets)
gf.update_cxks(ai_settings,screen, stats, sb, ship, cxks, bullets)
gf.update_screen(ai_settings, screen, stats, sb, ship, cxks, bullets, play_button)
run_game()
- 其余都是各类参数 (cxk,子弹,设置,分数等等)
- 蔡徐坤的函数设置 cxk.py
import pygame
from pygame.sprite import Sprite
class Cxk(Sprite):
'''表示一个蔡徐坤的类'''
def __init__(self, ai_settings, screen):
'''初始化蔡徐坤并设置起始位置'''
super(Cxk, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
#加载蔡徐坤图像,设置rect属性
self.image = pygame.image.load('images/cxk.bmp')
self.rect = self.image.get_rect()
#每个蔡徐坤最初都在屏幕左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
self.x = float(self.rect.x)
def blitme(self):
'''指定位置画出蔡徐坤'''
self.screen.blit(self.image, self.rect)
def update(self):
self.x += (self.ai_settings.cxk_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
def check_edges(self):
'''如果cxk位于边缘,就返回True'''
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right:
return True
elif self.rect.left <= 0:
return True
- 子弹 bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
'''一个对飞船发射的子弹进行管理的类'''
def __init__(self, ai_settings, screen, ship):
'''在飞船所处的位置创建一个子弹对象'''
super(Bullet, self).__init__()
self.screen = screen
#在(0,0)处创建一个表示子弹的矩形 , 再设置正确的位置
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width,
ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
#存储用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
'''向上移动子弹'''
self.y -= self.speed_factor
self.rect.y = self.y
def draw_bullet(self):
'''在屏幕上绘制子弹'''
pygame.draw.rect(self.screen, self.color, self.rect)
- 按钮 button.py
import pygame.font
class Button():
def __init__(self, settings, screen, msg):
'''初始化按钮的属性'''
self.screen = screen
self.screen_rect = screen.get_rect()
#设置按钮的尺寸和其他属性
self.width, self.height = 200 ,50
self.button_color = (0, 255, 0)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont('arial', 36)
#创建按钮的rect对象, 并使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
#按钮的标签只需创建一次
self.prep_msg(msg)
def prep_msg(self, msg):
'''将msg渲染为图像,并使其在按钮上居中'''
self.msg_image = self.font.render(msg, True, self.text_color,self.button_color)
self.msg_image_rect = self.msg_image.get_rect()
self.msg_image_rect.center = self.rect.center
def draw_button(self):
#绘制一个用颜色填充的按钮, 再绘制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
- 初始化与进程管理 game_stats.py
class GameStats():
'''跟踪游戏的统计信息'''
def __init__(self, ai_settings):
'''初始化统计信息'''
self.ai_settings = ai_settings
self.reset_stats()
#游戏刚启动时处于非活动状态
self.game_active = False
#最高分的存储
self.high_score = 0
def reset_stats(self):
'''初始化在游戏运行期间可能变化的统计信息'''
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
- 分数 scoreboard.py
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
'''显示得分信息的类'''
def __init__(self, ai_settings, screen, stats):
'''初始化显示得分涉及的属性'''
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
#显示得分信息时使用的字体设置
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
#准备初始化得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分转换成一幅渲染的图像"""
rounded_score = round(self.stats.score, -1)
score_str = "{:,}".format(rounded_score)
self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
#将得分放在屏幕右上角
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 20
def show_score(self):
'''在屏幕上显示得分和最高分'''
self.screen.blit(self.score_image, self.score_rect)
self.screen.blit(self.high_score_image, self.high_score_rect)
self.screen.blit(self.level_image, self.level_rect)
self.ships.draw(self.screen)
def prep_high_score(self):
'''将最高得分转换为渲染的图像'''
high_score = round(self.stats.high_score, -1)
high_score_str = "{:,}".format(high_score)
self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color)
#将最高分放在屏幕顶部中央
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = self.score_rect.top
def prep_level(self):
'''等级渲染'''
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
#等级放在得分下面
self.level_rect = self.level_image.get_rect()
self.level_rect.right = self.score_rect.right
self.level_rect.top = self.score_rect.bottom + 10
def prep_ships(self):
'''剩余多少大碗宽面'''
self.ships = Group()
for ship_number in range(self.stats.ships_left):
ship = Ship(self.ai_settings, self.screen)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship)
- 设置(速度啊 子弹大小啊 ,蔡徐坤扭动的速度啊。。。) settings.py
class Settings():
'''存储游戏的所有设置的类'''
def __init__(self):
'''初始化游戏的静态设置'''
#屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230 , 230)
self.ship_speed_factor = 1.5
self.ship_limit = 3
#子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3
self.cxk_speed_factor = 1
self.fleet_drop_speed = 10
#fleet_direction为1表示向右移,位-1表示向左移
self.fleet_direction = 1
#加快游戏节奏
self.speedup_scale = 1.1
#蔡徐坤点数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
'''初始化随游戏进行而变化的设置'''
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.cxk_speed_factor = 1
#fleet_direction为1表示向右;为-1表示向左
self.fleet_direction = 1
#记分
self.cxk_points = 50
def increase_speed(self):
'''提高速度和蔡徐坤的设置'''
self.ship_speed_factor *= self.speedup_scale
self.bullet_speed_factor *= self.speedup_scale
self.cxk_speed_factor *= self.speedup_scale
self.cxk_points = int(self.cxk_points * self.score_scale)
- 飞船(大碗宽面) ship.py
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen):
'''初始化飞船并设置其初始位置'''
super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
#在飞船的属性center中存储小数值
self.center = float(self.rect.centerx)
#移动标志
self.moving_right = False
self.moving_left = False
def update(self):
'''根据移动标志调整飞船的位置'''
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor
self.rect.centerx = self.center
def blitme(self):
'''在指定位置绘制飞船'''
self.screen.blit(self.image, self.rect)
def center_ship(self):
'''让吴亦凡在屏幕上居中'''
self.center = self.screen_rect.centerx
- 游戏玩法(最重要的函数,核心 ) game_functions.py
- 报错报得想锤人 理清楚这个真不容易
import sys
from bullet import Bullet
import pygame
from cxk import Cxk
from time import sleep
def check_keydown_events(event, ai_settings, screen, ship, bullets):
'''响应按键'''
if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event, ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings, screen, stats, sb, play_button, ship, cxks, bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats, sb, play_button, ship, cxks, bullets, mouse_x, mouse_y)
def check_play_button(ai_settings, screen, stats, sb, play_button, ship, cxks, bullets, mouse_x, mouse_y):
'''在玩家单价Play按钮时开始新游戏'''
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#重置记分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
#清空外星人列表和子弹列表
cxks.empty()
bullets.empty()
#创建一群新的外星人, 并让飞船居中
create_fleet(ai_settings, screen, ship , cxks)
ship.center_ship()
def update_screen(ai_settings, screen, stats, sb, ship, cxks, bullets, play_button):
'''更新屏幕上的图像,并切换到新屏幕'''
#每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
#在飞船和外星人后面重绘所有子弹
for bullets in bullets.sprites():
bullets.draw_bullet()
ship.blitme()
cxks.draw(screen)
#显示得分
sb.show_score()
#如果游戏处于非活动状态,就绘制play按钮
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, cxks, bullets):
'''更新子弹的位置, 并删除已消失的子弹'''
#删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_cxk_collisions(ai_settings, screen, stats, sb, ship, cxks, bullets)
def check_bullet_cxk_collisions(ai_settings, screen, stats, sb, ship, cxks, bullets):
#更新子弹的位置
bullets.update()
collisions = pygame.sprite.groupcollide(bullets, cxks, True, True)
if collisions:
for cxks in collisions.values():
stats.score += ai_settings.cxk_points * len(cxks)
sb.prep_score()
check_high_score(stats, sb)
if len(cxks) == 0:
bullets.empty()
ai_settings.increase_speed()
#提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, cxks)
def fire_bullet(ai_settings, screen, ship, bullets):
'''如果没有到达限制, 就发射一颗子弹'''
#创建一个子弹, 并将其加入到编组bullet中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def create_fleet(ai_settings, screen, ship, cxks):
'''创建坤群'''
cxk = Cxk(ai_settings, screen)
number_cxks_x = get_number_cxks_x(ai_settings, cxk.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height,cxk.rect.height)
for row_number in range(number_rows):
for cxk_number in range(number_cxks_x):
create_cxk(ai_settings, screen, cxks, cxk_number, row_number)
def create_cxk(ai_settings, screen, cxks, cxk_number, row_number):
'''创建一个cxk并放在首行'''
cxk = Cxk(ai_settings, screen)
cxk_width = cxk.rect.width
cxk.x = cxk_width + 2 * cxk_width * cxk_number
cxk.rect.x = cxk.x
cxk.rect.y = cxk.rect.height + 2 * cxk.rect.height * row_number
cxks.add(cxk)
def get_number_cxks_x(ai_settings, cxk_width):
'''计算每行可以容纳多少个cxk'''
available_space_x = ai_settings.screen_width - 2 * cxk_width
number_cxks_x = int(available_space_x / (2 * cxk_width))
return number_cxks_x
def get_number_rows(ai_settings, ship_height, cxk_height):
'''计算可以容纳多少个cxk'''
available_space_y = (ai_settings.screen_height - (3 * cxk_height) - ship_height)
number_rows = int(available_space_y / (2 * cxk_height))
return number_rows
def update_cxks(ai_settings, screen,stats, sb, ship, cxks, bullets):
check_fleet_edges(ai_settings, cxks)
check_cxks_bottom(ai_settings, screen, stats, sb, ship, cxks, bullets)
cxks.update()
#检测碰撞
if pygame.sprite.spritecollideany(ship, cxks):
ship_hit(ai_settings, screen, stats, sb, ship, cxks, bullets)
check_cxks_bottom(ai_settings, screen, stats, sb, ship, cxks, bullets)
def check_fleet_edges(ai_settings, cxks):
for cxk in cxks.sprites():
if cxk.check_edges():
change_fleet_direction(ai_settings, cxks)
break
def change_fleet_direction(ai_settings, cxks):
for cxk in cxks.sprites():
cxk.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen,stats, sb, ship, cxks, bullets):
'''响应被cxk撞到的吴亦凡'''
if stats.ships_left > 0:
#将ships_left减1
stats.ships_left -= 1
#更新记分牌
sb.prep_ships()
#清空cxk列表和子弹列表
cxks.empty()
bullets.empty()
#创建一群新的cxk,并将吴亦凡放到屏幕地段中央
create_fleet(ai_settings, screen, ship, cxks)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_cxks_bottom(ai_settings, screen, stats, sb, ship, cxks, bullets):
'''检查是否有cxk到达了屏幕低端'''
screen_rect = screen.get_rect()
for cxk in cxks.sprites():
if cxk.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, screen, stats, sb, ship, cxks, bullets)
break
def check_high_score(stats, sb):
'''检查是否诞生了新的最高分'''
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()